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[SCRIPT] Offering Script Help - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: [SCRIPT] Offering Script Help (/thread-16497.html) |
Offering Script Help - GoranGaming - 06-25-2012 It is summer holidays, I have nothing to do. So, if you need help with any scripts I can help you. Just PM me and I will see what I can do ![]() RE: Offering Script Help - MaZiCUT - 06-25-2012 You should start working on my friend Jagsr28 custom story, He usually ends up shitting up his script and he's a beginner at it, he could use alot of help. RE: Offering Script Help - GoranGaming - 06-25-2012 If he contacts me I can help ![]() RE: Offering Script Help - GoranGaming - 06-25-2012 Anyone else? RE: Offering Script Help - ModestWalrus - 06-25-2012 I am trying to get a hang of how to make a key unlock a door, I got the extra_english.lang working but now its just not functioning. If you can help me out, ill love you forever. RE: Offering Script Help - Demondays1 - 06-26-2012 (06-25-2012, 11:26 PM)ModestWalrus Wrote: I am trying to get a hang of how to make a key unlock a door, I got the extra_english.lang working but now its just not functioning. If you can help me out, ill love you forever. Try this: void OnEnter() { AddUseItemCallback("", "Key'sname_1", "Nameofdoor", "UsedKeyOnDoor", true); } void UsedKeyOnDoor(string &in item, string &in door) { SetSwingDoorLocked("Nameofdoor", false, true); PlaySoundAtEntity("", "unlock_door", "Nameofdoor", 0, false); RemoveItem("Key'sname_1"); } Key's name is the name of the key and nameofdoor is the name of the door you want the key to unlock to. hope I helped. RE: Offering Script Help - ApeCake - 06-26-2012 You got summer holidays... dangit. I have still one week exams left D: Anyway, in my very first map (it was a test map) I had some trouble regarding levers. They wouldn't stay up if I pulled them and same story when I pulled them down. I know I can change some part of that in the entity section of the lever - but I still couldn't figure it out. Any advice? I do have the script set out already... copied from the wiki. void func_shelf(string &in asEntity, int alState) { if (alState == 1) { AddLocalVarInt("Var1", 1); func01(); } } void func_shelf_1(string &in asEntity, int alState) { if (alState == 1) { AddLocalVarInt("Var1", 1); func01(); } } void func01() { if(GetLocalVarInt("Var1") == 2) { SetMoveObjectState("shelf",1.0f); PlaySoundAtEntity("", "quest_completed.snt", "shelf", 0, false); } } However, here's my REAL question; is there any way of detecting if a lamp is lit or not? In script sense, that is. RE: Offering Script Help - GoranGaming - 06-26-2012 (06-26-2012, 05:04 PM)ApeCake Wrote: You got summer holidays... dangit. I have still one week exams left D:I have a better version of that script, in the script you use there is an really annoying bug. Try this instead: void func_shelf(string &in asEntity, int alState) { if(alState == 1){ SetLocalVarInt("Lever1", 1); } } void func_shelf_1(string &in asEntity, int alState) { if(alState == 1){ SetLocalVarInt("Lever2", 1); } } void func01() { if(GetLocalVarInt("Lever1") ==1 && GetLocalVarInt("Lever2") == 1){ SetMoveObjectState("shelf",1.0f); PlaySoundAtEntity("", "quest_completed.snt", "shelf", 0, false); } } Yes there is, you can use LocalVarInt's like: void LitLamp(string &in asParent, string &in asChild, int alState) { SetLampLit("Lamp1", true, false); SetLocalVarInt("Lamp1", 1); } Then you can check with "GetLocalVarInt". Any questions? |